I'm going to try and avoid suggestions that we've already said before so don't bring them up.

This is quite a long list of suggestions, please read through the whole and consider it.

Pve.

1. Monster strong & weak attacking.

As of now monsters only stun users when they do a hard attack and weak attacks are ignored, I find that this is where the difficult is lacking when fighting monsters. I suggest that instead of making only monster strong attacks stun players it should be based according to the % of the player's maximum health the monsters take. E.G

Player health : 1000Monster damage : 72Monster damage is greater than 3% of player's maximum health resulting in temporary stun. When damage dealt is more than 7% of players maximum health, their temporarily stunned for a greater length of time.

This makes it so that players can't simply go pure power and be able to spam monsters to death.

2. BossesIncrease boss damage by 300% Speed by 200% & Health by 1000%

3. Player weak attacks should not be able to stun if monster weak attacks can't.

4. Damaging multiple monsters will reduce damage.

Another reason why training is far too easy, monsters are unable to attack more than 1 player at a time while players are rapidly fighting 6 ~ 7 monsters at a time. To make this more challenging ( for those who seek it ) the more monsters that are attacked by a skill at one time the weaker the damage is between all monsters. E.G

First 2 monsters attacked by spell will be damaged at 100% power.Monsters 3 ~ 5 damaged by spell will be afflicted at 20% reduced power.Monsters 6 ~ 8 damaged by spell will be afflicted at 40% reduced power.

This makes it so that players aren't able to as easily, or will be less likely to mob entire spawns of monsters.

5. Monsters being able to dash.

Its pretty self explanatory, if monsters are off your screen ( or a set distance away from target ) they begin moving faster ( as if on sprint )

Although every players levels are set to 99 the stats should not be 118.Having nearly 2000 mana encourages players to play Erratically and spam the same attacks over and over ( I've seen several warriors spam bear charge and sonic slash )

Why do I feel like Ws2 is just a newbier version of Ws1? I fought in pvp today with my monk and I swear all I had to do to win was spam wind kick over and over.

4.If all players on both teams are down except for 1 on each side.

A timer of 30 seconds should appear to end the game prematurely if a winner isn't declared.

5. If players linger in matches without damaging anyone.

They should receive a penalty of -50% Power, Speed, and Defense debuff until they've damaged another player Or all skills are locked until an opposing player is damaged.

6. Option in STD for altered and unaltered gear.

No one wants to fight against someone with +50 or higher str/dex/int/vit above their own.

7.Return block action for all classes.

Not being able to block is dumb. ( To compensate for warriors, their shields should automatically increase defense )

Field.

1. Sealed items.

We all know these things are menaces on the fields due to their remarkable ability to........ CRASH YOUR GAME ! ( soon to be fixed I hope ) But even so, why have sealed items in the first place? I mean if you can't even trade them between your characters, they're complete waste of space.

To make them more useful, we should bring back the removed altered colored gears of Ws1 and make them the sealed items. Think about it, why have magic gears that basically do the same thing as seals and are tradable? A example of a sealed gear would be as followed.

( Crimson blood dagger ) a level 55 weapon in WS1 removed due to it being a altered colored of the level 10 dagger ( rogue dagger ) instead of removing the crimson blood dagger, make it a sealed item so that sealed items have some use within the game. The same will go for the 2nd and 4th altered colored versions of armors.

2. Add animation to each facility used in game E.G Mining/Crafting/Gathering.

3. Items produced in forging area will appear as magic gear.

4. Boss gear.All bosses should have its own gear to allow players to explore the entire game.

When item level is 10 a light glows around weapon.When item enchant fails gear does not reduce in level.

Increased level cap.There is no excuse for having several monsters centered around level 102. A increased level cap of level 115 to compensate for each monster level 99 ~ 102

Also, this will allow more room for skills to max to level 10 ( such as levels above 60 )

6. Being able to choose which element of Elementrium Change elementrium to only effect stat attributes such as fire, water, wind, & earth offense and defense. Allow players to be able to choose which element they wish to add to their gear but with random rates.

The book counts each monster you kill and how many times you've killed that specific monster ( this will replace easy to find cards )For each monster you killl 1000 times a title will be rewarded to you.

As of now monsters only stun users when they do a hard attack and weak attacks are ignored, I find that this is where the difficult is lacking when fighting monsters. I suggest that instead of making only monster strong attacks stun players it should be based according to the % of the player's maximum health the monsters take. E.GPlayer health : 1000Monster damage : 72Monster damage is greater than 3% of player's maximum health resulting in temporary stun. When damage dealt is more than 7% of players maximum health, their temporarily stunned for a greater length of time.

This makes it so that players can't simply go pure power and be able to spam monsters to death.

I think this is okay. Not a big fan, but it still sounds good.

2. BossesIncrease boss damage by 300% Speed by 200% & Health by 1000%

Oh dear. A "boss" that will ACTUALLY fight like a boss. Nice.

3. Player weak attacks should not be able to stun if monster weak attacks can't.

I'm sure the stun/flinch effect was intended for Pvp, but I guess there could be good sides to no stuns.

4. Damaging multiple monsters will reduce damage.Another reason why training is far too easy, monsters are unable to attack more than 1 player at a time while players are rapidly fighting 6 ~ 7 monsters at a time. To make this more challenging ( for those who seek it ) the more monsters that are attacked by a skill at one time the weaker the damage is between all monsters. E.G

Sounds great, I always get high combos but feel no need for the "effect" if combos do not have a use other than looking "good" from hitting monsters. By the way, 300 isn't too hard...-Cough-certainclassesPvp.

1. Overall stats.Although every players levels are set to 99 the stats should not be 118.Having nearly 2000 mana encourages players to play Erratically and spam the same attacks over and over ( I've seen several warriors spam bear charge and sonic slash )

Oh, this, this is right. I do not like it when I have to deal with a priest that uses Mana Shield. :c

4.If all players on both teams are down except for 1 on each side.A timer of 30 seconds should appear to end the game prematurely if a winner isn't declared.

Hm, sounds pretty good. But what if it was past 30 seconds when all team members are down? Would it just fly back up to 30 seconds?

5. If players linger in matches without damaging anyone.They should receive a penalty of -50% Power, Speed, and Defense debuff until they've damaged another player Or all skills are locked until an opposing player is damaged.

That would work great on some AFKers. o:

6. Option in STD for altered and unaltered gear.No one wants to fight against someone with +50 or higher str/dex/int/vit above their own.

Mmmhhhmmm. I also wish there were more options on creating a room (Time, field, maybe ULMT, etc.)

7.Return block action for all classes.Not being able to block is dumb. ( To compensate for warriors, their shields should automatically increase defense )

I was thinking the same thing about warriors' shields. I also like my upward arrow shooting, but without block, I lose the ability to counter back or block obvious attacks.

Field.

1. Sealed items.We all know these things are menaces on the fields due to their remarkable ability to........ CRASH YOUR GAME ! ( soon to be fixed I hope ) But even so, why have sealed items in the first place? I mean if you can't even trade them between your characters, they're complete waste of space.

To make them more useful, we should bring back the removed altered colored gears of Ws1 and make them the sealed items. Think about it, why have magic gears that basically do the same thing as seals and are tradable? A example of a sealed gear would be as followed.

( Crimson blood dagger ) a level 55 weapon in WS1 removed due to it being a altered colored of the level 10 dagger ( rogue dagger ) instead of removing the crimson blood dagger, make it a sealed item so that sealed items have some use within the game. The same will go for the 2nd and 4th altered colored versions of armors.

I miss some of those weapons... I also don't see the point in having them sealed. They can only be traded when sealed, whoopdedoo. It's just a slightly better Magic ranked item, it doesn't mean they should be non tradeable just because they're unsealed or attributed.

2. Add animation to each facility used in game E.G Mining/Crafting/Gathering.

It really is boring to watch a yellow bar fill up.

3. Items produced in forging area will appear as magic gear.

Yes. I do not see the point in gathering a bunch of items only to forge a weapon that is the same as the ones you can buy from NPCs.

4. Boss gear.All bosses should have its own gear to allow players to explore the entire game.And each boss gear has available level increase.

Oh, I think they have some boss equips, maybe not weapons or accessories though. Hmm, level increase? sounds like a better version of enhancing items (Like putting two together or grinding stone).

Increased level cap.There is no excuse for having several monsters centered around level 102. A increased level cap of level 115 to compensate for each monster level 99 ~ 102Also, this will allow more room for skills to max to level 10 ( such as levels above 60 )

I was thinking more around 120-130. but yeah, 102 seems...odd. 115 would be fine.

6. Being able to choose which element of Elementrium Change elementrium to only effect stat attributes such as fire, water, wind, & earth offense and defense. Allow players to be able to choose which element they wish to add to their gear but with random rates.

Ahh, I played a game that did the sort-of-the-same thing. but the random rates wasn't in there. You would take a few "Elementriums" (3 or 5) and you would uncover what attribute it would be. I'm getting pretty tired of using multiple Elementriums on Rare items and seeing that they aren't the ones I want. Would it kill them to make new Elemetriums too? :L

7. A new NPC that sells stat crystals gems.What do these crystals do? They're basically the same as elementrium stones except they increase stats and not attributes.

Sounds interesting. I bet they would cost a crapload, but I'm not complaining, it's stat bonuses after all. Would something that made them green stats be included? o:

8. Allow players to make their character's dance.

Haha. Well, that would surely lift the idle stances the characters have.

9. Monster Hunting book and titles.

The book counts each monster you kill and how many times you've killed that specific monster ( this will replace easy to find cards )For each monster you killl 1000 times a title will be rewarded to you.

I never really played MapleStory, so the suggestions seemed a bit "tilted/off balance" [in my opinion] from the WindSlayer we all know and...-Cough- "like". Some of them just came out from the blue [to me]. Like the crystal thing. I'm not sure if it was in Maple, but it sounds alright to me. :x

Owt wrote:I never really played MapleStory, so the suggestions seemed a bit "tilted/off balance" [in my opinion] from the WindSlayer we all know and...-Cough- "like". Some of them just came out from the blue [to me]. Like the crystal thing. I'm not sure if it was in Maple, but it sounds alright to me. :x

I dunno, I just thought it'd be a great addition to the game because well ( I love high numbers ) so the thought of doing like 2k ~ 3k damage or having 10k hp makes the game so much more exciting for me; also the limited amount of skill points we're given when leveling up causes the majority of players to have identical builds. I myself am a tanker but getting 5 skill points per level up there's no room to add any dex so having a option to add dex/int without having mediocre to low str/vit appeals to me.

I really liked Maplestory but I aim to suggest more general and non-biased and opinions. Granted a lot of suggestions for Wind Slayer are usually Maplestory inspired, I still think that a lot of Wind Slayer's features do need to be modified. The game has so much potential.